Effects of Redirected Walking on Cybersickness in an Applied Virtual Environment
摘要
Virtual reality (VR) is becoming increasingly common and desirable for training applications due to its accessibility and flexibility. However, VR often requires large physical space if training requires one to walk around freely. Two locomotion techniques, redirected walking (RDW) and 2:1 resets, have been recommended as a solution to fit a larger virtual space into a smaller physical space. However, few studies thoroughly examined these techniques and their impact on cybersickness (CS), particularly in applied and confined environments. This study aimed to investigate the effects of RDW and 2:1 resets within a VE based on a confined, real-world environment. Our findings suggest that the presence of RDW causes significantly more CS compared to free walking and resets alone. Additionally, participants who noticed the RDW manipulations tended to experience more CS. Implications of these findings and future directions are discussed.